Media Literacy: Using a Game to Prompt Self-Reflection on Political Truth Biases
Keywords:
self-reflection, games, truthfulness, bias, media literacyAbstract
In this paper we examine how games can both capture player biases around truthfulness and facilitate self-reflection on such patterns of biases as a pedagogical approach to media literacy. Our focus is on the study of a game called Fibber, conducted with 344 participants online. The gameplay entails guessing whether statements made by presidential candidates are mostly factual and receiving aggregate feedback on their judgment patterns and potential truth biases. Specifically we sought to answer the questions: 1) how can the game prompt self-reflection in players, 2) what player characteristics are linked to self-reported acts of self-reflection and biases, and 3) how can the study inform future designs of media literacy and self-reflection games? Our results suggest that efforts to promote self-reflection in truth biases – a useful media literacy technique – may be facilitated through aggregation of in-game decisions that can serve as en end-of-game self-reflection prompt. Furthermore, self-reflection on potential political truth biases may be supported by specific in-game behaviors and player characteristics such as gender and political orientation. Future work includes a more experimental comparison of specific game mechanics and qualitative data to better understand the self-reflection process and possible subsequent changes in behavior as a result of self-reported acts of self-reflection.
References
Argyris, C. (1976). Single-loop and double-loop models in research on decision making. Administrative Science Quarterly, 363–375.
Aufderheide, P. (1992). Media Literacy. A Report of the National Leadership Conference on Media Literacy.
Blizzard Entertainment. (2010). StarCraft II: Wings of Liberty. Irvine, CA: Blizzard Entertainment.
Chaiken, S., & Eagly, A. H. (1989). Heuristic and Systematic Information Processing within and. Unintended Thought, 212.
Chen, S., Shechter, D., & Chaiken, S. (1996). Getting at the truth or getting along: Accuracy-versus impression-motivated heuristic and systematic processing. Journal of Personality and Social Psychology, 71(2), 262.
Dewey, J. (1916). Democracy and education: An introduction to the philosophy of education. The Macmillan Company.
Elliot, A. J., & Devine, P. G. (1994). On the Motivational Nature of Cognitive Dissonance: Dissonance as Psychological Discomfort. Journal of Personality and Social Psychology.
Federal Trade Commission. (2010). Admongo. Retrieved from http://admongo.gov
Gee, J. P. (2003). What video games have to teach us about learning and literacy. Computers in Entertainment (CIE), 1(1), 20–20.
Hobbs, R. (2010). Digital and Media Literacy : A Plan of Action. Retrieved from http://www.aspeninstitute.org/sites/default/files/content/docs/Digital_and_Media_Literacy.pdf
Jost, J. T., Glaser, J., Kruglanski, A. W., & Sulloway, F. J. (2003). Political conservatism as motivated social cognition. Psychological Bulletin, 129(3), 339–375. doi:10.1037/0033-2909.129.3.339
Kahne, J., Lee, N.-J. N., & Feezell, J. T. (2012). Digital media literacy education and online civic and political participation. International Journal of Communication, 6(1), 1–24.
Koltay, T. (2011). The media and the literacies: media literacy, information literacy, digital literacy. Media, Culture & Society, 33(2), 211–221. doi:10.1177/0163443710393382
McElroy, T., & Seta, J. J. (2003). Framing effects: An analytic–holistic perspective. Journal of Experimental Social Psychology, 39(6), 610–617.
Mezirow, J., & others. (1990). How critical reflection triggers transformative learning. Fostering Critical Reflection in Adulthood, 1–20.
Peppler, K. a., & Kafai, Y. B. (2007). From SuperGoo to Scratch: exploring creative digital media production in informal learning. Learning, Media and Technology, 32(2), 149–166. doi:10.1080/17439880701343337
Salen, K., & Zimmerman, E. (2004). Rules of play: Game design fundamentals. The MIT Press.
Sambasivarao, S. V. (2013). Media Literacy Interventions: A Meta-Analytic Review, 18(9), 1199–1216. doi:10.1016/j.micinf.2011.07.011.Innate
Schon, D. A. (1984). Leadership as reflection-in-action. Leadership and Organizational Culture: New Perspectives on Administrative Theory and Practice, 36–63.
SeekChange. (2012). Fibber. New York, NY: SeekChange. Retrieved from www.seekchange.org/fibber
Stanovich, K. E., & West, R. F. (2008). On the relative independence of thinking biases and cognitive ability. Journal of Personality and Social Psychology, 94(4), 672.
Stanovich, K. E., West, R. F., & others. (2000). Individual differences in reasoning: Implications for the rationality debate? Behavioral and Brain Sciences, 23(5), 645–665.
Vacca, R. (2012). Biases on Truthfulness: Using a Game to Prompt Self-Reflection. In Proceedings of the 2nd Annual Digital Ethics Symposium. Chicago, Il.
Vacca, R., & Bromley, M. K. (2012). Design Patterns for Promoting Self-Reflection in Learning Games. Teachers College Educational Technology Conference, 80.
Downloads
Published
Issue
Section
License
Copyright for papers and articles published in this journal is retained by the authors, with first publication rights granted to the University of Glasgow. It is a condition of publication that authors license their paper or article under a Creative Commons Attribution Licence.